POV-Ray : Newsgroups : povray.binaries.images : Re: preview of deform patch (53 kbu) : Re: preview of deform patch (53 kbu) Server Time
1 Sep 2024 18:17:43 EDT (-0400)
  Re: preview of deform patch (53 kbu)  
From: Chris Huff
Date: 11 Dec 2000 15:53:04
Message: <chrishuff-348FE5.15535711122000@news.povray.org>
In article <3a352d5e$1@news.povray.org>, "Wlodzimierz ABX Skiba" 
<abx### [at] abxartpl> wrote:

> > I would also use "weighted_normals" or "weight_normals" instead of
> > "normal_weighted"
> why ? this groups parameters for normal calculation ?

Because in English, describing words or actions usually go before the 
thing they describe or act on. You say "weighted normals", not "normals 
weighted". You tell POV to weight the normals or to use weighted 
normals, not to use normals weighted.


> > and a few other little changes
> write, please

Allowing a boolean after "weighted_normals"(or "weight_normals", or...) 
so you could specify on or off...um, that's all I could think of right 
now. I think I mentioned all the ones I thought of.


> > If the object has a texture, it is deformed along with the
> > object. If a texture is given in the deform{} block, it isn't deformed.
> yes, this is part of my conception
> even further - layered textures mixed from deformation and base object!

Yes, I was thinking of that...some interesting possibilities. And if you 
use warps to specify the deformations, you could control the textures 
yourself...your patch looks like it could be very fun just to play 
around with. :-)


> what about deformations where they are good described only in part of 
> space ?
> turbulence and twist is calculable in evry point but what about 
> placing along spline ?

I'm not sure what exactly you mean...I would assume that parts of the 
surface where the deformation is undefined simply aren't deformed. If 
you want only part of the object to be deformed, you should probably use 
a union of a deform object with ordinary objects.
BTW, multiple deformations would also be useful...just allow them to be 
applied one after the other, which should be very easy to do if you use 
warps. That way you could make a twisted, turbulated box being sucked 
into a black hole. :-)
deform {
    box {<-1,-1,-1>, < 1, 1, 1> texture {Texture}}
    deformation {turbulence 0.2}
    deformation {twist y, 8}
    deformation {black_hole ...}
    accuracy 0.05
    normal_accuracy 3, 0.01
    weighted_normals on
}


> > The equivalent code for what you wrote with my suggested syntax would 
> > be:
> > deform {
> >    box {-1, 1 texture {Texture}}
> >    type {twist y, 8}// twist AXIS, TWISTS_PER_UNIT_DISTANCE

Oops, that should have been "deformation {twist y, 8}".

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

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